Base Class: Wizard
Wizards that choose the School of Artifice usually like to tinker. They build contraptions or brew potions to create interesting and sometimes unexpectedly dangerous effects. While still interested in the study of magic typical of most wizards an artificer's focus is usually in building interesting things using their magic and in finding new interesting magic items created by others.
Artificer's Tools
At 2nd level you learn to use a set of artificer's tool which you can use in conjunction with your magic. You gain proficiency with a set of artisan's tools (typically tinkerer's tools or alchemy supplies). Double your proficiency bonus for any ability check made with these tools. You can use these tools as a spell casting focus.
Artificer's Assistant
Starting at 2nd level, you have learned to create a homunculus to aid in your magical pursuits. You add the find familiar spell to your spell book if you do not already know it. When you cast this spell instead of using the normal material components for the spell, instead you can use 10 gp worth of metal, glass, alchemical components, and other materials in any combination. When you cast the spell this way your familiar has the form and stats of a Homunculus. You determine the homunculus’s appearance, but whatever its appearance it is obviously a construct and must have the means to fly.
Homunculus Spell-Storing
At 2nd level you learn to store spells in your homunculus. Your homunculus stores a spell you cast into it. At the end of a short or a long rest, if you have access to your chosen artificer's tools, you can cast a spell into your homunculus by touching it as the spell is cast. The spell has no effect, other than to be stored in the homunculus. Your homunculus can only store 1 spell at a time and cannot store a spell higher than 5th level. If you try to store a spell in your homunculus while it is already storing a spell, the spell is expended without effect.
As an action on your turn you can have your homunculus cast the spell stored in it. The spell uses your slot level, spell save DC, spell attack bonus, and spellcasting ability from when you originally cast the spell, but is otherwise treated as if your homunculus cast the spell. Once cast the spell is no longer stored in the homunculus and another one can be stored in it.
Your homunculus loses any stored spells when you take a long rest.
Homunculus Upgrade
Starting at 6th level, you can alter your homunculus to replicate the effects of certain magic items. When you cast the Find Familiar spell to summon a homunculus you may choose any common or uncommon non-weapon magic item. You design your homunculus in such a way that the magic item is built into it. You may treat your homunculus as though it where that magic item. If the item must be worn to be used then the homunculus and only the homunculus gains its affects. If the chosen item requires attunement then the homunculus is automatically attuned to it and no other creature can attune to it. As long as you can communicate with you homunculus, either verbally or telepathically, you may use an action to have the homunculus use its magic item.
Artificer Adept
Beginning at 10th level, you have become so adept at your craft that you instantly know how to use any magical item. As an action you can touch a magic item and immediate attune to it. If you are already attuned to the maximum number of items you can immediately end your attunement to one item at the same time you attune to the new item.
Once you use this feature you cannot use it again until you finish a long rest.
Improved Spell-Storage
At 14th level, you have learned to better store spells in your homunculus. You can now store spells in your homunculus at any time not just at the end of a rest. In addition you can now store a total of two spells in your homunculus at a time.
Previous Versions
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4/13/2019 2:32:43 PM
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Coming Soon
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